SpaceCities / engine /state.js

Commit History

  1. Get CI green, and make the AI's opponent belief fade the way it says it does⁠

    Claude +1: Claude Opus 4.8
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    15f3a03
  2. Phases 2-3: the AI answers what it reads⁠

    Claude +1: Claude Opus 5
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    5d60e36
  3. Phase 1: the AI gets a belief about its opponent⁠

    Claude +1: Claude Opus 5
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    2991d58

  1. Archetype lookup: reject reserved keys instead of resolving to Object.prototype⁠

    Claude +1: Claude Opus 5
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    c0f45f5
  2. Phase 2 (part 2): roster + persistent ladder wired into Quick Duel, archetype threaded end-to-end⁠

    Claude +1: Claude Sonnet 5
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    628afc1
  3. Phase 2 (part 1): per-entrant archetype override (D3) and the competition ledger (D8)⁠

    Claude +1: Claude Sonnet 5
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    925767d

  1. Tier 1, step 2: make the type layer real (D1, D2, D4)⁠

    Claude +1: Claude Opus 5
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    6db3533

  1. Make the AI controller owner-parametric: true two-sided self-play⁠

    Claude +1: Claude Sonnet 5
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    916c3ad

  1. Add a configurable population cap (200/250/300/Max) for both sides⁠

    Claude
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    dadc0b2

  1. Reactive opening checklist + an honest, configurable endgame clock⁠

    Claude +1: Claude Sonnet 5
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    5bffdf0
  2. Let the player pick their side of asymmetric matchups (Oort, Nimbus)⁠

    Claude +1: Claude Sonnet 5
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    8338353

  1. Tier 1: worker target, war patience, and a seeded economic edge by difficulty⁠

    Claude +1: Claude Sonnet 5
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    b28c2f0
  2. Move DIFFICULTY_OPTIONS into engine/aiDifficulty.js, add state.ai.difficulty⁠

    Claude +1: Claude Sonnet 5
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    53ce1fb

  1. Remove dead allEntities export; test techtree's stale-id silent-drop⁠

    Claude +1: Claude Sonnet 5
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    da87105

  1. Add a player-picked AI Strategy (Aggressive/Economic/Force Parity) and Helium Bomb use⁠

    Claude +1: Claude Sonnet 5
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    be1f1f9

  1. Implement Phase 1 of battle wreckage: kills leave minable wreck sites⁠

    Claude
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    3620efb

  1. Helium Bomb: a detonation also terraforms - the crater matures into ore⁠

    Claude +1: Claude Sonnet 5
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    5330c74
  2. Two-owner scaffold: structural generalization (owner-generic, 1v1 byte-identical)⁠

    Claude +1: Claude Opus 4.8
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    b2772b8

  1. Odyssey freighters: a player-managed cargo hold (load/unload), shipped on a jump⁠

    Claude +1: Claude Opus 4.8
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    6325132
  2. Add JSDoc typedefs + // @ts-check for the core sim shapes (no build step)⁠

    Claude +1: Claude Opus 4.8
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    e3658fa
  3. Tier 5: group the AI controller's bookkeeping under state.ai (no behaviour change)⁠

    Claude +1: Claude Opus 4.8
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    f1048a5

  1. Odyssey: colony ships — start with a mobile ship, deploy it into a base⁠

    Claude +1: Claude Opus 4.8
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    24f7ec5

  1. Add Odyssey open-world mode (Phase 1): endless single-planet foundation⁠

    Claude +1: Claude Opus 4.8
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    cae0952
  2. Faction asymmetry — pick a side with its own passive identity⁠

    Claude +1: Claude Opus 4.8
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    ec7c7c8
  3. Tier 3: save / load — resume a game exactly where you left off⁠

    Claude +1: Claude Fable 5
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    dfed415
  4. Tier 2: Tactical AI focus-fire + an AI-tactics setup toggle⁠

    Claude +1: Claude Fable 5
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    e42e5cb
  5. Tier 1: seed the sim, attack-move/hotkeys, onboarding, rally-to-mine, tiebreak⁠

    Claude +1: Claude Fable 5
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    4f1cb54
  6. AI army-retreat: pull a losing attack back so engagements trade⁠

    Claude +1: Claude Fable 5
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    672f44c
  7. Combat: spread-targeting + target stickiness (anti-dogpile)⁠

    Claude +1: Claude Fable 5
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    1882245
  8. Tier 0: fix latent defects, add determinism/perf tests and CI⁠

    Claude +1: Claude Fable 5
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    430c532
  9. Configurable skirmish: AI speed, map size, and resource abundance⁠

    Claude +1: Claude Fable 5
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    19ca109
  10. Give the AI its own fog of war — it must scout for intel too⁠

    Claude +1: Claude Fable 5
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    816885c
  11. Use Ctrl instead of Shift as the waypoint-queue modifier⁠

    Claude +1: Claude Fable 5
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    3f927e2

  1. Waypoint queueing: shift+right-click chains orders into a path⁠

    Claude +1: Claude Fable 5
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    845de25
  2. Tier 4 combat: Sentinel Turret and the Breacher siege unit⁠

    Claude +1: Claude Fable 5
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    e6d8701
  3. Tier 2: rally points, Refinery upgrades, AI archetypes, and sound⁠

    Claude +1: Claude Sonnet 5
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    9eded26
  4. Tier 1: camera + zoom, fog of war, and a Skiff-countering unit⁠

    Claude +1: Claude Sonnet 5
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    34ea8bc
  5. First playable slice: 1v1 skirmish vs scripted AI on Ferros Prime⁠

    Claude +1: Claude Sonnet 5
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    17641e3